Category-based asset index for audio, visual, and video pipelines. Audio pipeline fully populated: palette (sonic identity bible), ambient loops, SFX, UI sounds with generation specs and mix parameters. Visual and video are stubs pending their respective workshops. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
94 lines
5.6 KiB
Markdown
94 lines
5.6 KiB
Markdown
# Audio Palette
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The sonic identity of The Settled Reach. Living document — updated as the audio language evolves.
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## Core Principle: Audio as Cognitive Architecture
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Every sound maps to one of two cognitive sources:
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| Source | Sound Type | What it means | Sonic character |
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|--------|-----------|---------------|-----------------|
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| Biological | Ambient layers, footsteps, fog recognition | "I am a body in a space, and my body knows things" | Organic, warm, natural decay |
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| Technological | Cursor hover, implant open, monologue chime | "I am augmented, and my lattice processes things my body can't" | Synthetic, precise, clinical |
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| Absence | Dialogue dip, confrontation dip | "I am choosing to focus, and the world continues without my attention" | Reduced ambient, muffled world |
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This split maps to D-018's trust model: organic perception is slow but trustworthy, technological perception is fast but its data can be manipulated.
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## Two Sonic Families
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### Insert-Tech (Synthetic)
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- **Character:** Clean waveforms, no reverb (exists in your head, not in space). Digital. Precise. Mathematical.
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- **Frequency range:** 800Hz-4kHz primary. Sharp attack, controlled decay.
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- **Feel:** "A well-designed touchscreen" — tonal confirmation, not notification beeps.
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- **Used for:** Cursor hover, implant open, weapon aim, monologue chimes.
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- **Generation method:** Manual synthesis for <200ms sounds. SAO for >200ms.
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### Organic (Biological)
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- **Character:** Warm, breathy, slightly resonant. Natural attack and decay. Reverberant (exists in the world).
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- **Frequency range:** 300Hz-1.5kHz primary. Soft attack, natural tail.
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- **Feel:** "The sound you 'hear' internally when something clicks into place."
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- **Used for:** Fog recognition, future character-cognition sounds.
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- **Generation method:** Stable Audio Open primary — organic texture is what generative audio does best.
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## Station Sonic Palette: Functional Warmth
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The Settled Reach is a working station. Not military, not luxury — **industrial infrastructure that people made livable.**
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### Base Layer (always present)
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- **Low-frequency foundation (60-120Hz):** Generator hum, structural resonance. The span gate's mass holding the station together. Always present, barely noticed.
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- **Mid-frequency texture (200-800Hz):** Ventilation, distant pipe flow, air cycling systems. Life support you forget about until it stops.
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- **High-frequency detail (2-8kHz):** Occasional scanner pings, distant PA crackle, metal-on-metal contact. Sparse. These break through the baseline — something happened.
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### Zone Overlays (additive to base)
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- **Bar (The Last Shift):** More mid-range (voice murmur 300Hz-3kHz), softer high end (glass filtered, not sharp), faint Meridian music barely melodic — someone left a radio on two rooms away. Social warmth.
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- **Corridor:** Emptier mid-range, more prominent low-end (gate hum louder — closer to structure), high-frequency echoes (reverb tail on ventilation whistle). Liminal emptiness.
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- **Workplace (Terminal):** Rhythmic mechanical elements (cargo cadence), cleaner scanner pings, distant procedural voices (cargo designations, not conversation). Institutional precision.
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### What Silence Sounds Like
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Silence on a station isn't silence — it's the base hum with nothing on top. If a zone overlay fades out and you're left with just station base, that should feel **empty**. Not quiet. Empty. Like a room where people were just a moment ago.
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## Environmental Neutrality (D-045)
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The ambient palette **does not shift with narrative state**. The bar sounds warm whether THE FRIEND is honest or lying. The corridor hum doesn't become ominous when you discover the conspiracy. The world is indifferent to your investigation.
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The warmth is the indifference. The bartender's radio doesn't know.
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## Audio Bus Architecture
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5 player-facing buses, each with independent volume slider:
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| Bus | Content | Diegetic source |
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|-----|---------|-----------------|
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| Music | Future — empty for now | Non-diegetic |
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| Ambient | Station hum, zone overlays, global loops | Environment |
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| World SFX | NPC footsteps, doors, machinery, conversation murmur | Other entities |
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| Player Actions | Player footsteps, combat, weapon sounds | Player character |
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| UI Sounds | Cursor, implant, monologue chimes, fog recognition | Neural lattice / cognition |
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## Generation Approach
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### Stable Audio Open (>200ms, organic character)
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- Model: ~1.2B parameters, 44.1kHz stereo output, ~47s ceiling
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- Prompting: Describe the SPACE, not the sound. "Industrial space station interior, low frequency machinery hum" not "sci-fi ambient drone in D minor."
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- Iteration: Generate 4-6 candidates per asset. Test: solo → stack → fatigue (5+ minutes for loops).
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- Post-processing: Trim, normalize (LUFS), EQ to carve frequency space, crossfade loops (3-5s overlap, equal-power).
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### Manual Synthesis (<200ms, insert-tech character)
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- Tools: Audacity / Python synthesis (sine tone + envelope + harmonic layering)
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- The precision IS the design — insert-tech sounds should feel mathematically exact.
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- A 50ms cursor tick is a few lines of oscillator + exponential decay.
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### Quality Validation
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- **Solo test:** Does it sound right alone?
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- **Stack test:** Does it sit in the mix with other layers without masking?
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- **Fatigue test:** Can you listen for 5+ minutes without jarring repeat? (loops only)
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- **Close-your-eyes test (Ozzie):** Does the sound create a mental image / sensation?
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## Decision References
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- D-018: Three-range sound model (close/medium/long)
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- D-038: Audio in v0.1 scope — 8 files via Stable Audio Open
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- D-045: Environmental neutrality
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- D-048: Neural insert overlay (insert-styled UI aesthetic)
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- D-053: Movement stances (acoustic footprint implications)
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